#ifndef _GUICOMPONENT_H_ #define _GUICOMPONENT_H_ #include "InputConfig.h" #include #include class Window; class Animation; class AnimationController; class GuiComponent { public: GuiComponent(Window* window); virtual ~GuiComponent(); virtual void textInput(const char* text); //Called when input is received. //Return true if the input is consumed, false if it should continue to be passed to other children. virtual bool input(InputConfig* config, Input input); //Called when time passes. Default implementation also calls update(deltaTime) on children - so you should probably call GuiComponent::update(deltaTime) at some point. virtual void update(int deltaTime); //Called when it's time to render. By default, just calls renderChildren(parentTrans * getTransform()). //You probably want to override this like so: //1. Calculate the new transform that your control will draw at with Eigen::Affine3f t = parentTrans * getTransform(). //2. Set the renderer to use that new transform as the model matrix - Renderer::setMatrix(t); //3. Draw your component. //4. Tell your children to render, based on your component's transform - renderChildren(t). virtual void render(const Eigen::Affine3f& parentTrans); Eigen::Vector3f getPosition() const; void setPosition(const Eigen::Vector3f& offset); void setPosition(float x, float y, float z = 0.0f); virtual void onPositionChanged() {}; Eigen::Vector2f getSize() const; void setSize(const Eigen::Vector2f& size); void setSize(float w, float h); virtual void onSizeChanged() {}; void setParent(GuiComponent* parent); GuiComponent* getParent() const; void addChild(GuiComponent* cmp); void removeChild(GuiComponent* cmp); void clearChildren(); unsigned int getChildCount() const; GuiComponent* getChild(unsigned int i) const; // animation will be automatically deleted when it completes or is stopped. void setAnimation(Animation* animation, std::function finishedCallback = nullptr, bool reverse = false); void stopAnimation(); virtual unsigned char getOpacity() const; virtual void setOpacity(unsigned char opacity); const Eigen::Affine3f getTransform(); virtual std::string getValue() const; virtual void setValue(const std::string& value); virtual void onFocusGained() {}; virtual void onFocusLost() {}; protected: void renderChildren(const Eigen::Affine3f& transform) const; unsigned char mOpacity; Window* mWindow; GuiComponent* mParent; std::vector mChildren; Eigen::Vector3f mPosition; Eigen::Vector2f mSize; private: Eigen::Affine3f mTransform; //Don't access this directly! Use getTransform()! std::shared_ptr mAnimationController; }; #endif